Making the Soldier Decisive on Future Battlefields establishes the technical requirements for overmatch capability for dismounted soldiers operating individually or in small units. It prescribes technological and organizational capabilities needed to make the dismounted soldier a decisive weapon in a changing, uncertain, and complex future environment and provides the Army with 15 recommendations on how to focus its efforts to enable the soldier and tactical small unit (TSU) to achieve overmatch.
dismounted soldier training system download
The Black Hornet PRS equips the non-specialist dismounted soldier with immediate covert situational awareness (SA). Game-changing EO and IR technology bridges the gap between aerial and ground-based sensors, with the same SA as a larger UAV and threat location capabilities of UGVs. Extremely light, nearly silent, and with a flight time up to 25 minutes, the combat-proven, pocket-sized Black Hornet PRS transmits live video and HD still images back to the operator.Sold to qualified purchasers.
Future soldier programmes continue to be critically important for dismounted infantry operations around the world. As militaries are expected to operate in diverse environments - from Arctic to urban landscapes - developing materials, technologies and capabilities that enable soldiers to survive and thrive has become ever more important.
These training materials are available on Warrior University and require a CAC card or AKO user name and password to download. You can do this two different ways. First log into AKO then go to Warrior University or Go to Warrior University and CAC in when prompted to.
The L3Harris Falcon III AN/PRC-152A provides simultaneous voice, video and high-speed data in a highly portable form factor. Employing the Soldier Radio Waveform (SRW) and L3Harris Adaptive Networking Wideband Waveform (ANW2C) this handheld delivers ad-hoc, self-healing and adaptive networking capabilities to dismounted soldiers on the move.
The Army recently launched a new version of Virtual Battlespace 3 (VBS3) flagship gaming program for training that provides a semi-immersive, visually rich gaming environment with more realistic graphics than previous versions and with many other features. The Army released the program on March 31, 2014. By April 15, units across the Army had downloaded 17,000 versions of VBS3.
Leaders and trainers can utilize VBS3 to train soldiers, squads and crews on critical task skills as well as training platoons and companies on large-scale combined-arms maneuvers (i.e., an approach to warfare which integrates different combat arms of a military to achieve mutually complementary effects, for example, using infantry and armor in an urban environment, where one supports the other, or both support each other). VBS3 supports large Army collective training events, a cumulative activity in which each phase builds on the last, on multiple types of terrains (e.g., urban, desert, arctic, woodland) while connected to other simulation environments (e.g., live, virtual, and constructive) to create the effects soldiers would experience in an expanded battlefield of at least 500 square kilometers.
While it retains its counterinsurgency capability, VBS3 provides an increased capability to replicate full-spectrum operations. Therefore, the training support packages that are available with VBS3 are being updated to reflect the tasks and scenarios soldiers and leaders might encounter in full spectrum operations.
VBS3 includes a much improved scenario development tool designed for users to allow for easier preparation of training scenarios and integration into larger simulation exercises. The program helps Army training in a number of ways. VBS3 facilitates less-expensive, more-efficient live training events by allowing soldiers and leaders to train on a variety of tasks at the crawl and walk levels of proficiency, in a progressive training strategy of crawl, walk, run. Run events are conducted during live training and it is at this point in a progressive training strategy that soldiers are expected to demonstrate task proficiency. Training in VBS3 enables soldiers and leaders to enter their live training event at a higher level of readiness which reduces the resources required to achieve proficiency in a live training environment. VBS3 allows soldiers and leaders to train and rehearse operations in a simulated gaming environment before executing in a live mission, an opportunity they would not have otherwise.
With a head-mounted display (HMD), the key feature used in VR technology, soldiers are immersed in a complex task environment that cannot be replicated in any training areas. Visual telescopes are positioned in front of the eyes, and the movement of the head is tracked by micro electro mechanical system (MEMS) inertial sensors. Gearing up with HMDs and an omnidirectional treadmill (ODT), soldiers can perform locomotive motions without risk of injury [6,7,8]. Note that the above systems do not offer any posture or gesture interactions between the soldiers and the virtual environment. To address this problem, the authors of [9,10,11,12,13,14,15,16,17] proposed an action recognition method based on multiple cameras. To tackle the occlusion problem, the authors mostly used Microsoft Kinect to capture color and depth data from the human body, which requires multiple devices arranged in a specific pattern for the recognizing different human actions. Therefore, the above methods are not feasible in a real-time virtual environment for military training.
Xsens Co. have been developing inertial BANs to track human movement for several years. Although the inertial BAN, called the MVN system, is able to capture human body motions wirelessly without using optical cameras, the 60 Hz system update rate is too slow to record fast-moving human motion. The latest Xsens MVN suit solved this problem, reaching a system update rate of 240 Hz. However, the MVN suit is relatively expensive in consumer markets. In addition, it is difficult to support more than four soldiers in a room with the MVN system, since the wireless sensor nodes may have unstable connections and high latency. On the other hand, since the Xsens MVN system is not an open-source system, the crucial algorithm of the inertial sensors does not adaptively allow the acquisition by and integration with the proposed real-time program. Moreover, the MVN system is only a motion-capture BAN and is not a fully functional training simulator with inertial BANs [26].
The EMEA dismounted soldier systems market is growing steadily due to the rise in advancements in future integrated soldier systems. The weight of batteries of different devices contributes significantly to the total weight carried by a soldier. Advanced dismounted soldier systems are catering to higher energy demand with minimum weight, as high weight influences the logistic burden. Future European dismounted soldier systems are expected to be influenced by advanced technologies in information and communication technology (ICT), artificial intelligence (AI), and cloud computing. Leading players are focusing on developing advanced soldier systems by following the latest trends in the dismounted soldier systems market and offering innovation in terms of lethality, mobility, power generation, protection, and training.
In terms of type, the EMEA dismounted soldier systems market has been classified into Augmented Reality (AR) Head Mounted Display (HMD), Pre-Shot Threat Detection (PTD) system, smart ballistic glasses, Command and Control Information Systems (C2IS), smartwatch, laser target acquisition system, Blue Force Tracking (BFT) device, IP radios, tactical terminal tablet, and others. The tactical terminal tablet segment is expected to grow at the fastest CAGR during the forecast period. Tactical terminal tablet enables forces to dominate the battlefield by empowering soldiers with full dismounted situational awareness through net-centric integrated information systems. The device offers real-time situational awareness and can withstand harsh environmental conditions. It is lightweight, and available in wearable computer designs owing to the increase in technological advancements. It comprises an advanced multi-touch display, computing and communications components, built-in GPS, IMU and digital compass. The need for digital soldiers and tactical communications in the military sector is expected to drive the demand for tactical terminal tablets during the forecast period. Widespread deployment of such tablets in various critical mission applications is expected to augment the EMEA dismounted soldier systems market during the forecast period.
In terms of application, the EMEA dismounted soldier systems market has been classified into enemy tracking, reports and analysis, mission planning, navigation, and 3D visualization. The enemy tracking segment accounted for significant share of the market in 2021. It is estimated to maintain its share throughout the forecast period.
Europe held the largest share of the EMEA dismounted soldier systems market in 2021, owing to the presence of key market players, rise in adoption of technological advancements, and availability of lucrative opportunities for manufacturers in countries such as France, Germany, Russia, Turkey, the U.K., Israel, and Italy.
The EMEA dismounted soldier systems market is consolidated, with the presence of a few large-scale vendors that control majority of the share. Several companies are investing significantly in comprehensive research and development activities, including new product development. Expansion of product portfolios and mergers and acquisitions are the key marketing strategies for dismounted soldier systems adopted by market players.
ASELSAN A.Ş., Atos SE, Blackned GmbH, Elbit Systems Ltd., Instro Precision Limited, Roke, SAVOX Communications Oy Ab (Ltd.), Senop Oy, TELDAT Sp. z o.o. sp.k., Thales Group, Safran Electronics & Defense, L3Harris Technologies, Inc., Rheinmetall AG, Collins Aerospace, Excelitas Technologies Corp., and Teledyne FLIR LLC are the prominent players operating in the EMEA dismounted soldier systems market. 2ff7e9595c
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